/Engine/Source/Editor/UnrealEd/Public/Kismet2/ComponentEditorUtils.h
Generate a valid variable name string for the given component instance based on the name of the asset referenced by the component
static [FString](API\Runtime\Core\Containers\FString) GenerateValidVariableNameFromAsset ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, [AActor](API\Runtime\Engine\GameFramework\AActor) * ComponentOwner )